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Unfortunately it isn't possible to query the result of a previously calculated output pixel as part of the same shader process with PixelBender. The way I understand it the GPU will run the pixel calculations on many pixels in parallel so each one has to be considered a self contained element.
@sub-Blue, you are correct. Even on the CPU we run many pixels at the same time, so you can't use prior values in future calculations within a single Pixel Bender kernel. You can chain kernels in Actionscript or Pixel Bender Graphs to achieve this, but that would be problematic or slow to do many passes with.
I finished my app with filters:
read the first paragraph for how to use the Synth in it. This accurately emulates a Kurzweil K2661's internal control sources, and 4-pole lowpass w/Sep filter.
this is very cool. I'd love to know more about how you approached this and how you used Pixel Bender for it...
PixelBender is used to generate 6 separate single channel audio streams. a second pixelBender kernel is used to mix/pan the 6 channels into a 2-channel stream.
I approached this by sampling my synth over and over, and staring at .aif files really really zoomed in until I understood what it was doing!
I would love for a Profiler for AS3/CS4.